Corrin (SSBU): Difference between revisions

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It's A tier, not A+ tier.
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The voice actors for male and female Corrin reprise their roles in English ({{iw|wikipedia|Cam Clarke}} and and Marcella Lentz-Pope) and in Japanese ({{iw|wikipedia|Nobunaga Shimazaki}} and  {{iw|wikipedia|Satomi Satō}}), with their portrayals from ''Super Smash Bros. 4'' being repurposed for their respective editions of Ultimate.
The voice actors for male and female Corrin reprise their roles in English ({{iw|wikipedia|Cam Clarke}} and and Marcella Lentz-Pope) and in Japanese ({{iw|wikipedia|Nobunaga Shimazaki}} and  {{iw|wikipedia|Satomi Satō}}), with their portrayals from ''Super Smash Bros. 4'' being repurposed for their respective editions of Ultimate.


Corrin is ranked 23rd out of 82 on the current [[tier list]], placing him at the top of the A+ tier. This is a slight drop from his 13th out of 54 placement in ''SSB4''. Corrin's main strength is his range, high damage output and good frame data for a swordsman, along with an extremely reliable combo game thanks to his consistent aerial combos. This gifts him with an amazing neutral and advantage state, with [[Dragon Lunge]] serving as the centerpiece of Corrin's gameplan: it consists of an initial pin and followup attack that can be cancelled into an attack or various movement options, while serving as a recovery extender and a fast, low-risk [[2 frame punish]] option. Some of his attacks have extremely high reach, while others have options to keep opponents guessing, such as forward smash (which whittles down shields when charging) and [[Dragon Fang Shot]] (which can be charged in two different ways), allowing for useful mixups. Finally, Corrin's recovery is dependable thanks to [[Dragon Ascent]]'s [[intangibility]] and large hitboxes, while he can further aid his recovery by using back air.
Corrin is ranked 23rd out of 82 on the current [[tier list]], placing him at the top of the A tier. This is a slight drop from his 13th out of 54 placement in ''SSB4''. Corrin's main strength is his range, high damage output and good frame data for a swordsman, along with an extremely reliable combo game thanks to his consistent aerial combos. This gifts him with an amazing neutral and advantage state, with [[Dragon Lunge]] serving as the centerpiece of Corrin's gameplan: it consists of an initial pin and followup attack that can be cancelled into an attack or various movement options, while serving as a recovery extender and a fast, low-risk [[2 frame punish]] option. Some of his attacks have extremely high reach, while others have options to keep opponents guessing, such as forward smash (which whittles down shields when charging) and [[Dragon Fang Shot]] (which can be charged in two different ways), allowing for useful mixups. Finally, Corrin's recovery is dependable thanks to [[Dragon Ascent]]'s [[intangibility]] and large hitboxes, while he can further aid his recovery by using back air.


However, Corrin has notable weaknesses, most of which revolve around his poor mobility and disadvantage state. Corrin's poor ground speed and lack of effective defensive options (such as fast [[out of shield]] moves) makes it difficult for him to win neutral or get out of disadvantage. His slow mobility hinders his ability to chase opponents, giving him unusual difficulty in combo game execution than other swordfighters. Corrin's strongest advantage tools, such as his special attacks and forward smash, have poor frame data and therefore easy to punish, while his strongest KO options additionally require precision due to their small sweetspots. His grab game is only serviceable, with most of them only used for positional advantage and only up throw being a very late KO throw. Finally, Corrin's linear recovery is susceptible to gimps and edgeguards, as Dragon Ascent is his only recovery option outside of back aerial or situational wall pins with Dragon Lunge.
However, Corrin has notable weaknesses, most of which revolve around his poor mobility and disadvantage state. Corrin's poor ground speed and lack of effective defensive options (such as fast [[out of shield]] moves) makes it difficult for him to win neutral or get out of disadvantage. His slow mobility hinders his ability to chase opponents, giving him unusual difficulty in combo game execution than other swordfighters. Corrin's strongest advantage tools, such as his special attacks and forward smash, have poor frame data and therefore easy to punish, while his strongest KO options additionally require precision due to their small sweetspots. His grab game is only serviceable, with most of them only used for positional advantage and only up throw being a very late KO throw. Finally, Corrin's linear recovery is susceptible to gimps and edgeguards, as Dragon Ascent is his only recovery option outside of back aerial or situational wall pins with Dragon Lunge.
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